3D Software Practice will PAY OFF | Let's Create a PhotoRealistic Scene in UE4 Together

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Published 2021-03-06
For the last month, I took two hours to practice Unreal Engine with a personal coach every Friday. This week it clicked for me and I couldn't be more excited! So today on the #3d livestream, I want to share what i've learned in #UE4 by creating a "simple" scene together.

We'll begin in Cinema4D (Or your program of choice) and roughly model out a watering can and a simple table. From there we'll import into Unreal Engine 4 where we'll texture, light and render our scene. The goal is #photorealism

JOIN THE COMMUNITY:
And Enter the Weekly Challenge: discord.gg/uqTcJDy

SUPPORT THE CAUSE:
My VFX Assets: gumroad.com/clintonjones
Limited Edition Prints: www.noisegrainandlight.com/store

CHAPTERS: T.B.D.

All Comments (21)
  • he literally reminds me of bob ross, just the way he speaks and the motivation in his voice, and the talent, looking frward for more content
  • @260Xander
    Clint, I just want to say I love these, I don't even do VFX or 3D or anything, I'm just a programmer and CEO of my own little company, but the nuggets of wisdom you drop on me while I'm working and listening keep me working though my own projects. Keep these vids going plz, they're gold and I learn so much, not just about 3d, but just your general ethos on your work, and it inspires me. Much love and best wishes for your channel! I'm excited to see where you are in a year!
  • @Zezeze.
    cannot stress how much your videos help me with my studies. Totally unrelated, bc I study agricultural sciences, but it's just really lovely to put on your videos and listen to you talk about vfx while i go through soil samples.
  • A tip, don't switch on raytracing from the start of a project. The default deffered renderer is super close on its own. Keep it off until you actually need it for something, say glass, a mirror, full GI etc. Details that usually show up near the end of a project. Why? Compiling RT shaders takes multiple turtle generations, you saw how just adding one scalar to a roughness value took a few seconds to be done. The default shaders are significantly faster and you can iterate pretty much instantly, even on larger scale node graphs. You might also realise that the default renderer is more than enough for a more stylised project and just never turn RT on. Or, the coolest part, you can switch individual RT features on and off. Maybe use it ONLY for reflections, or shadows, or volumetrics, pretty much every different type of ray can be toggled individually. Besides, it still has its issues when it comes to edge cases like emissive surfaces and translucent shadows/caustics, so you might have to switch those back to deffered in certain scenes.
  • @JonathanWinbush
    This is dope homie glad to see you sticking with it 🤙🏾
  • I might start doing modeling and whatnot for my job (instructional designer) and even though I haven't gone down that road yet, I really appreciate the content and I will definitely rewatch if/when that becomes a reality. I appreciate all that you do, and I really appreciate your positive vibes. Thanks, Clint.
  • @WilliamBoudle
    So glad to see you doing your own thing, and tutorials nonetheless. I love Corridor, but I've always wanted more info on the process from you guys. Looking forward to more in the future.
  • Awesome work, love the livestreams! been a fan of corridor for years and recently started my ovn channel teach the basics of 3d asset creation! :) keep up the great work. just joined the discord and hoping to set some time aside to take part in one of your future challenges! :)
  • @azuraslegs
    I’m with you on this new journey Clint! I wish you luck on all your projects and videos :D
  • @ModNahhhhh
    @pwnisher 3:25:52 Click on "Lit" > Turn on "Game Settings" at the bottom > Go to "Exposure" in your Post Process > Checkbox Min and Max Brightness Active and set them to 1 - Keep these the same and you'll eliminate the Eye Adaptation. You can use the Exposure Compensation to tweak it too E: Also leave Metering Mode on Auto
  • @-omicron-
    If you think in terms of Adobe and/or any editor really that has layers. Sounds like "Baking" for example would be the equivalent of "rasterizing" style effects on a layer in Adobe, when your adding layer styles in and tweaking them they are essentially like sub layers to that layer; they show up in the layers tree as a sublayer to the layer they exist on and everything. That is until you "bake" them into the layer by rasterizing the layer flat with the style effects rendering them in place essentially where they can no longer be tweaked and are now part of the layer as a whole rather then a sublayer to the layer like before where you could still tweak, move, delete it. It's the same concept as "flattening" when thinking about an image/video or a song, that consists of many layers. Simply put baking something is just as it sounds when talking about with food; taking multiple layers/items/ingredients/products of something and converting it into its next final form so it can be used by what it needs to and/or to then be used again as another layer in a bigger project.
  • @pandadayi
    hey man, great to see you back in unreal again :) just watched it VOD-stylez! cause its in the middle of the night for me, when you are live ... for texturing, have you considered quixel mixer? i used that to make ground texture with sand, soil and puddle.. you can layer stuff up.. maybe this could help. there are also alternatives like substance painter... but mixer comes free with quixel for unreal. keep it up, dude! you are amazing!
  • I haven't used it yet, but it seems like Quixel Mixer might give you the texture you're looking for
  • @llllrs
    Oh... interesting works... also used a product called "Twinmotion" made with Unreal Engine for real-time visualization. I'll have to follow along while watching your Unreal Engine video.
  • @m4vr1ck
    I want to learn unreal engine I need more of this thanks
  • @ggiufa7289
    Will def miss you in Corridor but will be following you!
  • @vintezis
    a perfect example for the trial and error method